Java Code Examples for com.jogamp.opengl.GL3#glBindBufferBase()
The following examples show how to use
com.jogamp.opengl.GL3#glBindBufferBase() .
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Example 1
Source File: Gl_320_program.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); pointer.asFloatBuffer().put(mvp.toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName[Program.USED]); gl3.glUniformBlockBinding(programName[Program.USED], uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glUniformBlockBinding(programName[Program.USED], uniformMaterial, Semantic.Uniform.MATERIAL); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Attach the buffer to UBO binding point semantic::uniform::MATERIAL gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstanced(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1); return true; }
Example 2
Source File: Gl_320_texture_pixel_store.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); pointer.asFloatBuffer().put(mvp.toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 3
Source File: Gl_320_buffer_update.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer transformBuffer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); transformBuffer.asFloatBuffer().put(mvp.toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Attach the buffer to UBO binding point semantic::uniform::MATERIAL gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 4
Source File: Gl_320_texture_fetch.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); clearColor.put(new float[]{0.0f, 0.5f, 1.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 5
Source File: Gl_320_texture_2d.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glDrawBuffer(GL_BACK); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glDisable(GL_FRAMEBUFFER_SRGB); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glDisable(GL_FRAMEBUFFER_SRGB); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 6
Source File: Gl_320_texture_derivative.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(2.0f)); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 7
Source File: Gl_320_glsl_builtin_blocks.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 8
Source File: Gl_320_draw_without_vertex_attrib.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(0)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1); return true; }
Example 9
Source File: Gl_320_draw_base_vertex.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl.glViewport(0, 0, windowSize.x, windowSize.y); float[] depth = new float[]{1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 4); return true; }
Example 10
Source File: Gl_320_draw_range_arrays.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 6.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } float[] depth = new float[]{1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); gl3.glUseProgram(programName); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glViewport(0, 0, windowSize.x / 2, windowSize.y); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount / 2, 1); gl3.glViewport(windowSize.x / 2, 0, windowSize.x / 2, windowSize.y); gl3.glDrawArraysInstanced(GL_TRIANGLES, 6, vertexCount / 2, 1); return true; }
Example 11
Source File: Gl_320_draw_multiple.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); pointer.asFloatBuffer().put(mvp.toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); /** * public void glMultiDrawElementsBaseVertex(int mode, IntBuffer count, * int type, PointerBuffer indices, int drawcount, IntBuffer basevertex) */ gl3.glMultiDrawElementsBaseVertex( GL_TRIANGLES, count, GL_UNSIGNED_INT, indices, 2, baseVertex); return true; }
Example 12
Source File: Gl_320_fbo.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); //glEnable(GL_FRAMEBUFFER_SRGB); float[] depth = {1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); //glDisable(GL_FRAMEBUFFER_SRGB); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 13
Source File: Gl_320_fbo_depth_multisample.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); //glm::mat4 Projection = glm::perspectiveFov(glm::pi<float>() * 0.25f, 640.f, 480.f, 0.1f, 100.0f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 8.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(5.0f)); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.DEPTH_MULTISAMPLE)); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); // Bind rendering objects gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); // Pass 2 gl3.glDisable(GL_DEPTH_TEST); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); return true; }
Example 14
Source File: Gl_330_query_conditional.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); projection.mul(viewMat4()).mul(model).toDbb(pointer); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Clear color buffer with black gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); // Bind program gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE); // The first orange quad is not written in the framebuffer. gl3.glColorMaski(0, false, false, false, false); // Beginning of the samples count query gl3.glBeginQuery(GL_ANY_SAMPLES_PASSED, queryName.get(0)); { if (toggle) { // To test the condional rendering, comment this line, the next draw call won't happen. gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } } // End of the samples count query gl3.glEndQuery(GL_ANY_SAMPLES_PASSED); // The second blue quad is written in the framebuffer only if a sample pass the occlusion query. gl3.glColorMaski(0, true, true, true, true); gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), uniformMaterialOffset, Vec4.SIZE); // Draw only if one sample went through the tests, // we don't need to get the query result which prevent the rendering pipeline to stall. gl3.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT); { // Clear color buffer with white gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndConditionalRender(); toggle = !toggle; return true; }
Example 15
Source File: Gl_320_transform_feedback_interleaved.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer clearColor.put(new float[]{0.0f, 0.0f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); // First draw, capture the attributes // Disable rasterisation, vertices processing only! gl3.glEnable(GL_RASTERIZER_DISCARD); gl3.glUseProgram(programName[Program.TRANSFORM]); gl3.glUniformMatrix4fv(transformUniformMvp, 1, false, mvp.toFa_(), 0); gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.POSITION, bufferName.get(Program.FEEDBACK)); gl3.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM)); gl3.glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queryName.get(0)); gl3.glBeginTransformFeedback(GL_TRIANGLES); { gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndTransformFeedback(); gl3.glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); gl3.glDisable(GL_RASTERIZER_DISCARD); // Second draw, reuse the captured attributes gl3.glUseProgram(programName[Program.FEEDBACK]); IntBuffer primitivesWritten = GLBuffers.newDirectIntBuffer(1); gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, primitivesWritten); gl3.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, primitivesWritten.get(0) * 3, 1); BufferUtils.destroyDirectBuffer(primitivesWritten); return true; }
Example 16
Source File: Gl_320_fbo_srgb_decode_ext.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColorSRGB); // TextureName[texture::DIFFUSE] is a sRGB texture which sRGB conversion on fetch has been disabled // Hence in the shader, the value is stored as sRGB so we should not convert it to sRGB. gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); } { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 17
Source File: Gl_320_query_occlusion.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Samples count query gl3.glBeginQuery(GL_SAMPLES_PASSED, queryName.get(0)); { gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndQuery(GL_SAMPLES_PASSED); // Get the count of samples. // If the result of the query isn't here yet, we wait here... IntBuffer samplesCount = GLBuffers.newDirectIntBuffer(1); gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, samplesCount); System.out.println("Samples (fragments) count: " + samplesCount.get(0)); BufferUtils.destroyDirectBuffer(samplesCount); return true; }
Example 18
Source File: Gl_330_query_occlusion.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); projection.mul(viewMat4()).mul(model).toDbb(pointer); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Samples count query gl3.glBeginQuery(GL_ANY_SAMPLES_PASSED, queryName.get(0)); { gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndQuery(GL_ANY_SAMPLES_PASSED); // Get the count of samples. // If the result of the query isn't here yet, we wait here... gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, samplesCount); System.out.println("any samples passed: " + (samplesCount.get(0) == GL_TRUE)); return true; }
Example 19
Source File: Gl_320_fbo_srgb.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Render a textured quad to a sRGB framebuffer object. { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); // Explicitly convert linear pixel color to sRGB color space, as FramebufferName is an sRGB FBO // Shader execution is done with linear color to get correct linear algebra working. gl3.glEnable(GL_FRAMEBUFFER_SRGB); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); } // Blit the sRGB framebuffer to the default framebuffer back buffer. { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); // Uncomment to avoid the extra linear to sRGB conversion and hence get correct display gl3.glDisable(GL_FRAMEBUFFER_SRGB); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 20
Source File: Gl_320_transform_feedback_separated.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); // Set the display viewport gl3.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl3.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl3.glClear(GL_COLOR_BUFFER_BIT); // First draw, capture the attributes { // Disable rasterisation, vertices processing only! gl3.glEnable(GL_RASTERIZER_DISCARD); gl3.glUseProgram(programName[Program.TRANSFORM]); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.POSITION, bufferName.get(Buffer.POSITION)); gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.COLOR, bufferName.get(Buffer.COLOR)); gl3.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM)); gl3.glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queryName.get(0)); gl3.glBeginTransformFeedback(GL_TRIANGLES); { gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl3.glEndTransformFeedback(); gl3.glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); gl3.glDisable(GL_RASTERIZER_DISCARD); } // Second draw, reuse the captured attributes { gl3.glUseProgram(programName[Program.FEEDBACK]); IntBuffer primitivesWritten = GLBuffers.newDirectIntBuffer(1); gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, primitivesWritten); gl3.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, primitivesWritten.get(0) * 3, 1); BufferUtils.destroyDirectBuffer(primitivesWritten); } return true; }